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I haven't checked back, but I am pretty sure I have it figured out. Buffalo is the first team with a different structure, because is uses the same music x2 (goal and faceoff). I know there are a couple of teams that use the same slot...HOWEVER...

And this is the key: use Slapshot's list because it has to be accurate.

And, keep your eye on that youngster out of Saskatoon...he has something in the works that is going to blow the doors off of the known NHL94 world. I've already said way too much.

I haven't checked back, but I am pretty sure I have it figured out. Buffalo is the first team with a different structure, because is uses the same music x2 (goal and faceoff). I know there are a couple of teams that use the same slot...HOWEVER...

And this is the key: use Slapshot's list because it has to be accurate.

And, keep your eye on that youngster out of Saskatoon...he has something in the works that is going to blow the doors off of the known NHL94 world. I've already said way too much.

That list is just the faceoff music.

I've got that down and had already made a similar one.

I now want to do a Goal/PP list.

And I only need 6-21 teams as that is the end of my interest in the NHL.

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Here is what I have for notes for the goal songs. They are pretty rudimentary notes so I tried to grab all of the info that would help. The order I posted previously should work for most teams, just be aware of teams that use multiple tones for goals/faceoff (ie. Buffalo) and multiple slotted teams (ie. ANA, CBJ, MTL, TBL). This is from my 2017 30-team ROM and should be accurate to what I have, so you can use that as a guide.

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yeah, I told you they weren't great notes. But that is what I have for notes so you should be able to look at the actual code and see what comes next/before it, and trial and error each team one by one. Those positions are accurate as far as my teams and what I have in that offset.

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I still think this is accurate when you look at all of the code, so if you can find the Faceoff Music, the Goal music should be right after the PP music.

"Buffalo....is also the most confusing slot. It seems to usually go Faceoff Music - PP Music - Goal Music, in that order, by the list in the earlier thread (see: Calgary). But, Buffalo (Slot # 4) uses their Goal Music as their Faceoff Music, which is why their Faceoff Music (hex 02C718) follows their PP music (hex 02C714) - because it is only identified as the Goal Music, used as Faceoff Music. So, for the Bruins, who occupy that spot in my updated 30-team ROM, we have to use the same Faceoff and Goal Music "Here we go Bruins, here we go..." (music code 02D6CA) for Faceoff and Goal."

I still think this is accurate when you look at all of the code, so if you can find the Faceoff Music, the Goal music should be right after the PP music.

"Buffalo....is also the most confusing slot. It seems to usually go Faceoff Music - PP Music - Goal Music, in that order, by the list in the earlier thread (see: Calgary). But, Buffalo (Slot # 4) uses their Goal Music as their Faceoff Music, which is why their Faceoff Music (hex 02C718) follows their PP music (hex 02C714) - because it is only identified as the Goal Music, used as Faceoff Music. So, for the Bruins, who occupy that spot in my updated 30-team ROM, we have to use the same Faceoff and Goal Music "Here we go Bruins, here we go..." (music code 02D6CA) for Faceoff and Goal."

I have tested and posted some more info in the post above this.

There is not a pattern.

Most teams have multiple shared Goal Songs.
The Face Off Songs are what is unique to all teams and we had a good list of those already.

Here we go Bruins is 2D29E not 2D6CA

St. Louis, Buffalo and Chicago Face Off and Goal Music is the same and always play the same goal song.

Calgary, Hartford, Los Angeles, Montreal, Islanders, Philly and San Jose also just have 1 goal song, but it is not the same as the Face Off Song.

Calgary (2f222) and LA (33472) both have I said its your birthday as Goal Song but they are different.

Good stuff man, and I totally agree on HFD. Nice work dude. ---> Also interesting find on the NYI tune.

Thanks, Skip, I knew you would like this as you are a freak like me.

I think the Music is one of the greatest features of the game and it is nice to get it right.

The Islander thing was cool, because that slot is occupied by St. Louis in my 16 team 70's rom.
I was stoked that that slot had its own goal song so I could get When the saints go Marching for Face off and Goal.

BUT,

Then I am randomly playing game with someone else and I also got Saints Marching In.

Couldn't have that so they just get it as Face Off Music.

Hopefully my post above will help other insane people get the music right.

I wonder if the music will be the same in 32 team rom.

Phillys Goal Music (Song 41) is also shared with other teams.

It is Phillys only Goal Song but other teams with Multiple Shared Songs will also use this.

So again if STL is in this slot it does not make sense to put Saints Marching here.

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Pretty sure the goal siren was used at Gitmo during enhanced interrogation.

I switched the goal siren to the period horn, and made the goal horn deeper, then switched the siren for the end of the period horn on my roms. Makes it almost tolerable. Hard to play roms without it now that I've adjusted to it.

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So how exactly does this work? The @smozomatable lists 28 teams with 6 pieces of music (1 byte for each section). And the earlier posts all have team pointers to music data offsets. I'm wondering how these two are related? Is it similar to my find on Player Cards where the first table is sort of an index that references to the other pointer table?

I am assuming '95 will be doing something similar, so any insight here will help me save some time.

So how exactly does this work? The @smozomatable lists 28 teams with 6 pieces of music (1 byte for each section). And the earlier posts all have team pointers to music data offsets. I'm wondering how these two are related? Is it similar to my find on Player Cards where the first table is sort of an index that references to the other pointer table?

I am assuming '95 will be doing something similar, so any insight here will help me save some time.

This is it!

The other pointers are the songs and yes it is related, but had to do with shared songs, which always confused me.

00 in the chart below, chooses random songs.

I am not sure exactly how to explain this, but all I use now is the chart below.

As an example 40 is Brass Bonanza, so now if I move Hartford from the 11 slot to say the 7 slot I put there 6 songs there.

It is much easier and more effective than changing the earlier pointers.
It works flawlessly, but I had to go back on all my roms and Naples roms that I fixed and put the other earlier changes I made based on the other post to the default values.

I also still don't get team 29 and 30 so I don't mess with them.,

On 4/17/2017 at 12:03 PM, slapshot67 said:

some great news, smozoma found out where each teams music table is.

you can now edit the Power Play, Penalty kill, Goal, Face off, and Random music.

each team has 6 pieces of music
(example - SAN JOSE - 5F 60 61 63 64 65)

So how exactly does this work? The @smozomatable lists 28 teams with 6 pieces of music (1 byte for each section). And the earlier posts all have team pointers to music data offsets. I'm wondering how these two are related? Is it similar to my find on Player Cards where the first table is sort of an index that references to the other pointer table?

I am assuming '95 will be doing something similar, so any insight here will help me save some time.

The table has a 'row' for each team, with 6 values (for different game situations). Those values are indexes used to jump to songs. So what you'd need to do is extend that table with 6 bytes for each new team. Then you can customize the songs by changing the bytes.

You'll probably need to move the table to the expanded part of the ROM, which will also require figuring out how the game accesses the table and fixing that pointer (which is probably 000FE5B0 in 94..)

Unfortunately, finding the music table will be trickly...

I think I found it using the known starting addresses of the music in 94, I put a trace on reading those values and worked backwards from there.

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The table has a 'row' for each team, with 6 values (for different game situations). Those values are indexes used to jump to songs. So what you'd need to do is extend that table with 6 bytes for each new team. Then you can customize the songs by changing the bytes.

You'll probably need to move the table to the expanded part of the ROM, which will also require figuring out how the game accesses the table and fixing that pointer (which is probably 000FE5B0 in 94..)

Unfortunately, finding the music table will be trickly...

I think I found it using the known starting addresses of the music in 94, I put a trace on reading those values and worked backwards from there.

I believe this wasn't known when wboy created his 30 team ROM, so unless you expand that table (would likely require moving to new location), I doubt you can change 29, 30. I'm pretty sure @slapshot67 would have created an expanded table for 32 teams on his upcoming ROM, so that should be great for future ROMs.